I understand what you mean about ZBrush: Completely!
My approach has been to figure out *only just* what I need for a particular project, and concentrate on that. Just now, for the buttons, it's 'duplication' and 'positioning'.

This is fantastic. May I ask what you plan to do with the mesh? MD's raw output is, quite frankly, really crap. You might want to considering finessing it in Zbrush before calling it done. If you decide to, I would suggest checking out Xavier Coelho-Kostolny's tutorial ( https://i.imgur.com/VTjfae7.jpg) as its the simplest method for handling topology.

ClusterOne wrote:This is fantastic. May I ask what you plan to do with the mesh? MD's raw output is, quite frankly, really crap. You might want to considering finessing it in Zbrush before calling it done. If you decide to, I would suggest checking out Xavier Coelho-Kostolny's tutorial ( https://i.imgur.com/VTjfae7.jpg) as its the simplest method for handling topology.

For the most part, I generally don't need to refine the mesh much more, as the output is usually meant only for my own art pieces. Since I tend to do a quite a bit of postwork, that level of reworking at the 3d mesh stage is not as a productive use of my time.
Still, it's a great tutorial you linked to, and I did bookmark it for future study. Thanks!

LoriGriffiths wrote:Wow, that is really beautiful. The velvet really sets off all the folds and draping.

Part of that is the white studio environment that Keyshot uses as it's default setup. It is really geared to making a product presentation render, so the lighting has enough coverage to bounce from several different angles. I didn't intend to use Keyshot for the final render, however. I was just testing the Zbrush/Keyshot bridge.... trying to learn different aspects of ZB as I go. (My actual render will happen in Poser, as I need it for the skin tones for the avatar. Then there will be some postwork, to make it a bit more 'artistic'. *grin*)